Searched refs:IsNavInputPressed (Results 1 – 3 of 3) sorted by relevance
7666 if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) in NavUpdate()7710 …bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadM… in NavUpdate()7717 …if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputPressed(ImGuiNavInput_Input, ImGuiInpu… in NavUpdate()7996 …bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu,… in NavUpdateWindowing()8015 …nt focus_change_dir = (int)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlo… in NavUpdateWindowing()8047 …if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGui… in NavUpdateWindowing()
1414 …inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNa… in IsNavInputPressed() function
493 …bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags… in ButtonBehavior()